diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 25383f9d1..1e6d2a146 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -4507,17 +4507,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_A2G_DISPATCHER.DefenderPatrolIndex - - -
@@ -12861,17 +12850,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_A2G_DISPATCHER.DefenderPatrolIndex - - -
@@ -14189,17 +14167,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_A2G_DISPATCHER.DefenderPatrolIndex - - -
@@ -15824,17 +15791,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_A2G_DISPATCHER.DefenderPatrolIndex - - -
diff --git a/Documentation/AI.AI_AIR_Dispatcher.html b/Documentation/AI.AI_AIR_Dispatcher.html index 6371bfa5c..2630a0825 100644 --- a/Documentation/AI.AI_AIR_Dispatcher.html +++ b/Documentation/AI.AI_AIR_Dispatcher.html @@ -4303,17 +4303,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_AIR_DISPATCHER.DefenderPatrolIndex - - -
@@ -9611,17 +9600,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_AIR_DISPATCHER.DefenderPatrolIndex - - -
@@ -10939,17 +10917,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_AIR_DISPATCHER.DefenderPatrolIndex - - -
@@ -12574,17 +12541,6 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

- - - -
-
- - #number -AI_AIR_DISPATCHER.DefenderPatrolIndex - - -
diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 17082bff3..732656e5b 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -2797,6 +2797,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + #number +AI_AIR.IdleCount + + +
@@ -5541,6 +5552,17 @@ Once the time is finished, the old AI will return to the base.

+ + + +
+
+ + #number +AI_AIR.IdleCount + + +
@@ -6266,6 +6288,17 @@ Once the time is finished, the old AI will return to the base.

+ + + +
+
+ + #number +AI_AIR.IdleCount + + +
@@ -7884,6 +7917,17 @@ Once the time is finished, the old AI will return to the base.

+ + + +
+
+ + #number +AI_AIR.IdleCount + + +
diff --git a/Documentation/AI.AI_Air_Squadron.html b/Documentation/AI.AI_Air_Squadron.html index 0d89d4cd6..0f54b7b05 100644 --- a/Documentation/AI.AI_Air_Squadron.html +++ b/Documentation/AI.AI_Air_Squadron.html @@ -2300,17 +2300,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -AI_AIR_SQUADRON.ResourceCount - - -
@@ -3382,17 +3371,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -AI_AIR_SQUADRON.ResourceCount - - -
diff --git a/Documentation/AI.AI_Cargo.html b/Documentation/AI.AI_Cargo.html index 2abace31d..ad723f811 100644 --- a/Documentation/AI.AI_Cargo.html +++ b/Documentation/AI.AI_Cargo.html @@ -2496,7 +2496,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -4533,7 +4533,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -5145,7 +5145,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -6650,7 +6650,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index ab6496e44..60a611d87 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2513,6 +2513,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+
@@ -2538,6 +2541,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+
@@ -4286,6 +4292,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+
@@ -4311,6 +4320,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+
@@ -4901,6 +4913,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+ @@ -4926,6 +4941,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ @@ -6409,6 +6427,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a depoly mission.

+ @@ -6434,6 +6455,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ diff --git a/Documentation/AI.AI_Cargo_Dispatcher_Ship.html b/Documentation/AI.AI_Cargo_Dispatcher_Ship.html index 51d8ab0dc..a939eb36a 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher_Ship.html +++ b/Documentation/AI.AI_Cargo_Dispatcher_Ship.html @@ -1431,7 +1431,7 @@ Controls a network of SAM sites.

Global AI_CARGO_DISPATCHER_SHIP

- +

A dynamic cargo transportation capability for AI groups.

@@ -1439,24 +1439,8009 @@ Controls a network of SAM sites.

- #table + #AI_CARGO_DISPATCHER_SHIP AI_CARGO_DISPATCHER_SHIP - +

A dynamic cargo transportation capability for AI groups.

-

@field #AI_CARGO_DISPATCHER_SHIP

+ +

Naval vessels can be mobilized to semi-intelligently transport cargo within the simulation.

+ +

The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module.

+ +

Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_SHIP class, it is recommended that you first consult and READ the documentation of the AI.AI_Cargo_Dispatcher module!!!

+ +

This will be particularly helpful in order to determine how to Tailor the different cargo handling events.

+ +

The AI_CARGO_DISPATCHER_SHIP class uses the Cargo.Cargo capabilities within the MOOSE framwork. +Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class. +CARGO derived objects must generally be declared within the mission to make the AI_CARGO_DISPATCHER_SHIP object recognize the cargo.

+ + +

1) AI_CARGO_DISPATCHER_SHIP constructor.

+ + + +
+ +

2) AI_CARGO_DISPATCHER_SHIP is a Finite State Machine.

+ +

This section must be read as follows... Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed. +The first column is the From state, the second column the Event, and the third column the To state.

+ +

So, each of the rows have the following structure.

+ + + +

Important to know is that an event can only be executed if the current state is the From state. +This, when an Event that is being triggered has a From state that is equal to the Current state of the state machine, the event will be executed, +and the resulting state will be the To state.

+ +

These are the different possible state transitions of this state machine implementation:

+ + + + +

2.1) AI_CARGO_DISPATCHER States.

+ + + +

2.2) AI_CARGO_DISPATCHER Events.

+ + + +

2.3) Enhance your mission scripts with Tailored Event Handling!

+ +

Within your mission, you can capture these events when triggered, and tailor the events with your own code! +Check out the AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER class at chapter 3 for details on the different event handlers that are available and how to use them.

+ +

There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!

+ +
+ +

3) Set the pickup parameters.

+ +

Several parameters can be set to pickup cargo:

+ + + +

4) Set the deploy parameters.

+ +

Several parameters can be set to deploy cargo:

+ + + +

5) Set the home zone when there isn't any more cargo to pickup.

+ +

A home zone can be specified to where the Ship will move when there isn't any cargo left for pickup. +Use AI_CARGO_DISPATCHER_SHIP.SetHomeZone() to specify the home zone.

+ +

If no home zone is specified, the Ship will wait near the deploy zone for a new pickup command.

+ +
+

Type(s)

+

Type AI_CARGO_DISPATCHER_SHIP

+
+ AI_CARGO_DISPATCHER_SHIP +, extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER +, extends Core.Fsm#FSM +, extends Core.Base#BASE +
+
+ + + + + + + + + + + + + + + + + +
Fields and Methods inherited from AI_CARGO_DISPATCHER_SHIPDescription

AI_CARGO_DISPATCHER_SHIP:AICargo(Ship, CargoSet)

+ +

AI_CARGO_DISPATCHER_SHIP:New(ShipSet, CargoSet, PickupZoneSet, DeployZoneSet, ShippingLane)

+

Creates a new AI_CARGO_DISPATCHER_SHIP object.

+

AI_CARGO_DISPATCHER_SHIP:SetShippingLane(ShippingLane)

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from AI_CARGO_DISPATCHERDescription

AI_CARGO_DISPATCHER_SHIP.AI_Cargo

+ +

AI_CARGO_DISPATCHER_SHIP.CargoSet

+

The set of Cargo.Cargo#CARGO objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.

+

AI_CARGO_DISPATCHER_SHIP.CarrierHome

+ +

AI_CARGO_DISPATCHER_SHIP.CarrierSet

+

The set of Wrapper.Group#GROUP objects of carriers that will transport the cargo.

+

AI_CARGO_DISPATCHER_SHIP.DeployInnerRadius

+

The inner radius in meters around the cargo coordinate to deploy the cargo.

+

AI_CARGO_DISPATCHER_SHIP.DeployMaxHeight

+

The maximum height to fly to the cargo deploy location.

+

AI_CARGO_DISPATCHER_SHIP.DeployMaxSpeed

+

The maximum speed to move to the cargo deploy location.

+

AI_CARGO_DISPATCHER_SHIP.DeployMinHeight

+

The minimum height to fly to the cargo deploy location.

+

AI_CARGO_DISPATCHER_SHIP.DeployMinSpeed

+

The minimum speed to move to the cargo deploy location.

+

AI_CARGO_DISPATCHER_SHIP.DeployOuterRadius

+

The outer radius in meters around the cargo coordinate to deploy the cargo.

+

AI_CARGO_DISPATCHER_SHIP.DeployZoneSet

+

The set of deploy zones, which are used to where the cargo will be deployed by the carriers.

+

AI_CARGO_DISPATCHER_SHIP.HomeZone

+

The home zone where the carriers will return when there is no more cargo to pickup.

+

AI_CARGO_DISPATCHER_SHIP.MonitorTimeInterval

+

The interval in seconds when the cargo dispatcher will search for new cargo to be picked up.

+

AI_CARGO_DISPATCHER_SHIP:New(CarrierSet, CargoSet, PickupZoneSet, DeployZoneSet)

+

Creates a new AI_CARGO_DISPATCHER object.

+

AI_CARGO_DISPATCHER_SHIP:OnAfterDeploy(From, Event, To, CarrierGroup, Coordinate, Speed, Height, DeployZone)

+

Deploy event handler OnAfter for AI_CARGO_DISPATCHER.

+

AI_CARGO_DISPATCHER_SHIP:OnAfterDeployed(From, Event, To, CarrierGroup, DeployZone)

+

Deployed event handler OnAfter for AI_CARGO_DISPATCHER.

+

AI_CARGO_DISPATCHER_SHIP:OnAfterHome(From, Event, To, CarrierGroup, Coordinate, Speed, Height, HomeZone)

+

Home event handler OnAfter for AI_CARGO_DISPATCHER.

+

AI_CARGO_DISPATCHER_SHIP:OnAfterLoad(From, Event, To, CarrierGroup, PickupZone)

+

Load event handler OnAfter for AI_CARGO_DISPATCHER.

+

AI_CARGO_DISPATCHER_SHIP:OnAfterLoaded(From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone)

+

Loaded event handler OnAfter for AI_CARGO_DISPATCHER.

+

AI_CARGO_DISPATCHER_SHIP:OnAfterLoading(From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone)

+

Loading event handler OnAfter for AI_CARGO_DISPATCHER.

+

AI_CARGO_DISPATCHER_SHIP:OnAfterPickedUp(From, Event, To, CarrierGroup, PickupZone)

+

PickedUp event handler OnAfter for AI_CARGO_DISPATCHER.

+

AI_CARGO_DISPATCHER_SHIP:OnAfterPickup(From, Event, To, CarrierGroup, Coordinate, Speed, Height, PickupZone)

+

Pickup event handler OnAfter for AI_CARGO_DISPATCHER.

+

AI_CARGO_DISPATCHER_SHIP:OnAfterUnload(From, Event, To, CarrierGroup, DeployZone)

+

Unload event handler OnAfter for AI_CARGO_DISPATCHER.

+

AI_CARGO_DISPATCHER_SHIP:OnAfterUnloaded(From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone)

+

Unloaded event handler OnAfter for AI_CARGO_DISPATCHER.

+

AI_CARGO_DISPATCHER_SHIP:OnAfterUnloading(From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone)

+

UnLoading event handler OnAfter for AI_CARGO_DISPATCHER.

+

AI_CARGO_DISPATCHER_SHIP.PickupCargo

+ +

AI_CARGO_DISPATCHER_SHIP.PickupInnerRadius

+

The inner radius in meters around the cargo coordinate to pickup the cargo.

+

AI_CARGO_DISPATCHER_SHIP.PickupMaxHeight

+

The maximum height to fly to the cargo pickup location.

+

AI_CARGO_DISPATCHER_SHIP.PickupMaxSpeed

+

The maximum speed to move to the cargo pickup location.

+

AI_CARGO_DISPATCHER_SHIP.PickupMinHeight

+

The minimum height to fly to the cargo pickup location.

+

AI_CARGO_DISPATCHER_SHIP.PickupMinSpeed

+

The minimum speed to move to the cargo pickup location.

+

AI_CARGO_DISPATCHER_SHIP.PickupOuterRadius

+

The outer radius in meters around the cargo coordinate to pickup the cargo.

+

AI_CARGO_DISPATCHER_SHIP.PickupZoneSet

+

The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere.

+

AI_CARGO_DISPATCHER_SHIP.SetCargo

+ +

AI_CARGO_DISPATCHER_SHIP.SetCarrier

+ +

AI_CARGO_DISPATCHER_SHIP:SetDeployHeight(MaxHeight, MinHeight)

+

Set the height or randomizes the height in meters to fly and deploy the cargo.

+

AI_CARGO_DISPATCHER_SHIP:SetDeployRadius(OuterRadius, InnerRadius)

+

Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius.

+

AI_CARGO_DISPATCHER_SHIP:SetDeploySpeed(MaxSpeed, MinSpeed)

+

Sets or randomizes the speed in km/h to deploy the cargo.

+

AI_CARGO_DISPATCHER_SHIP:SetHomeZone(HomeZone)

+

Set the home zone.

+

AI_CARGO_DISPATCHER_SHIP:SetMonitorTimeInterval(MonitorTimeInterval)

+

Set the monitor time interval.

+

AI_CARGO_DISPATCHER_SHIP:SetPickupHeight(MaxHeight, MinHeight)

+

Set the height or randomizes the height in meters to fly and pickup the cargo.

+

AI_CARGO_DISPATCHER_SHIP:SetPickupRadius(OuterRadius, InnerRadius)

+

Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius.

+

AI_CARGO_DISPATCHER_SHIP:SetPickupSpeed(MaxSpeed, MinSpeed)

+

Set the speed or randomizes the speed in km/h to pickup the cargo.

+

AI_CARGO_DISPATCHER_SHIP:Start()

+

Start Trigger for AI_CARGO_DISPATCHER

+

AI_CARGO_DISPATCHER_SHIP:Stop()

+

Stop Trigger for AI_CARGO_DISPATCHER

+

AI_CARGO_DISPATCHER_SHIP:__Start(Delay)

+

Start Asynchronous Trigger for AI_CARGO_DISPATCHER

+

AI_CARGO_DISPATCHER_SHIP:__Stop(Delay)

+

Stop Asynchronous Trigger for AI_CARGO_DISPATCHER

+

AI_CARGO_DISPATCHER_SHIP:onafterMonitor()

+

The Start trigger event, which actually takes action at the specified time interval.

+

AI_CARGO_DISPATCHER_SHIP:onafterStart(From, Event, To)

+ +

AI_CARGO_DISPATCHER_SHIP:onafterTransport(From, Event, To, Carrier, Cargo)

+

Make a Carrier run for a cargo deploy action after the cargo has been loaded, by default.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSMDescription

AI_CARGO_DISPATCHER_SHIP:AddEndState(State)

+

Adds an End state.

+

AI_CARGO_DISPATCHER_SHIP:AddProcess(From, Event, Process, ReturnEvents)

+

Set the default Process template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+

AI_CARGO_DISPATCHER_SHIP:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

AI_CARGO_DISPATCHER_SHIP:AddScoreProcess(From, Event, State, ScoreText, Score)

+

Adds a score for the FSM_PROCESS to be achieved.

+

AI_CARGO_DISPATCHER_SHIP:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

AI_CARGO_DISPATCHER_SHIP.CallScheduler

+

Call scheduler.

+

AI_CARGO_DISPATCHER_SHIP.ClassName

+

Name of the class.

+

AI_CARGO_DISPATCHER_SHIP.Events

+ +

AI_CARGO_DISPATCHER_SHIP:GetCurrentState()

+

Get current state.

+

AI_CARGO_DISPATCHER_SHIP:GetEndStates()

+

Returns the End states.

+

AI_CARGO_DISPATCHER_SHIP:GetProcess(From, Event)

+ +

AI_CARGO_DISPATCHER_SHIP:GetProcesses()

+

Returns a table of the SubFSM rules defined within the FSM.

+

AI_CARGO_DISPATCHER_SHIP:GetScores(Scores)

+

Returns a table with the scores defined.

+

AI_CARGO_DISPATCHER_SHIP:GetStartState()

+

Returns the start state of the FSM.

+

AI_CARGO_DISPATCHER_SHIP:GetState()

+

Get current state.

+

AI_CARGO_DISPATCHER_SHIP:GetSubs()

+

Returns a table with the Subs defined.

+

AI_CARGO_DISPATCHER_SHIP:GetTransitions()

+

Returns a table of the transition rules defined within the FSM.

+

AI_CARGO_DISPATCHER_SHIP:Is(State, If)

+

Check if FSM is in state.

+

AI_CARGO_DISPATCHER_SHIP:LoadCallBacks(CallBackTable)

+

Load call backs.

+

AI_CARGO_DISPATCHER_SHIP:New()

+

Creates a new FSM object.

+

AI_CARGO_DISPATCHER_SHIP.Scores

+

Scores.

+

AI_CARGO_DISPATCHER_SHIP:SetProcess(From, Event, Fsm)

+ +

AI_CARGO_DISPATCHER_SHIP:SetStartState(State)

+

Sets the start state of the FSM.

+

AI_CARGO_DISPATCHER_SHIP._EndStates

+ +

AI_CARGO_DISPATCHER_SHIP._EventSchedules

+ +

AI_CARGO_DISPATCHER_SHIP._Processes

+ +

AI_CARGO_DISPATCHER_SHIP._Scores

+ +

AI_CARGO_DISPATCHER_SHIP._StartState

+ +

AI_CARGO_DISPATCHER_SHIP._Transitions

+ +

AI_CARGO_DISPATCHER_SHIP:_add_to_map(Map, Event)

+

Add to map.

+

AI_CARGO_DISPATCHER_SHIP:_call_handler(step, trigger, params, EventName)

+

Call handler.

+

AI_CARGO_DISPATCHER_SHIP:_create_transition(EventName)

+

Create transition.

+

AI_CARGO_DISPATCHER_SHIP:_delayed_transition(EventName)

+

Delayed transition.

+

AI_CARGO_DISPATCHER_SHIP:_eventmap(Events, EventStructure)

+

Event map.

+

AI_CARGO_DISPATCHER_SHIP:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

AI_CARGO_DISPATCHER_SHIP:_handler(EventName, ...)

+

Handler.

+

AI_CARGO_DISPATCHER_SHIP:_isendstate(Current)

+

Is end state.

+

AI_CARGO_DISPATCHER_SHIP:_submap(subs, sub, name)

+

Sub maps.

+

AI_CARGO_DISPATCHER_SHIP:can(e)

+

Check if can do an event.

+

AI_CARGO_DISPATCHER_SHIP:cannot(e)

+

Check if cannot do an event.

+

AI_CARGO_DISPATCHER_SHIP.current

+

Current state name.

+

AI_CARGO_DISPATCHER_SHIP.endstates

+ +

AI_CARGO_DISPATCHER_SHIP:is(State, If, state)

+

Check if FSM is in state.

+

AI_CARGO_DISPATCHER_SHIP.options

+

Options.

+

AI_CARGO_DISPATCHER_SHIP.subs

+

Subs.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

AI_CARGO_DISPATCHER_SHIP.ClassID

+

The ID number of the class.

+

AI_CARGO_DISPATCHER_SHIP.ClassName

+

The name of the class.

+

AI_CARGO_DISPATCHER_SHIP.ClassNameAndID

+

The name of the class concatenated with the ID number of the class.

+

AI_CARGO_DISPATCHER_SHIP:ClearState(Object, StateName)

+

Clear the state of an object.

+

AI_CARGO_DISPATCHER_SHIP:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

+

Creation of a Birth Event.

+

AI_CARGO_DISPATCHER_SHIP:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

AI_CARGO_DISPATCHER_SHIP:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

AI_CARGO_DISPATCHER_SHIP:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

AI_CARGO_DISPATCHER_SHIP:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

AI_CARGO_DISPATCHER_SHIP:E(Arguments)

+

Log an exception which will be traced always.

+

AI_CARGO_DISPATCHER_SHIP:EventDispatcher()

+

Returns the event dispatcher

+

AI_CARGO_DISPATCHER_SHIP:EventRemoveAll()

+

Remove all subscribed events

+

AI_CARGO_DISPATCHER_SHIP:F(Arguments)

+

Trace a function call.

+

AI_CARGO_DISPATCHER_SHIP:F2(Arguments)

+

Trace a function call level 2.

+

AI_CARGO_DISPATCHER_SHIP:F3(Arguments)

+

Trace a function call level 3.

+

AI_CARGO_DISPATCHER_SHIP:GetClassID()

+

Get the ClassID of the class instance.

+

AI_CARGO_DISPATCHER_SHIP:GetClassName()

+

Get the ClassName of the class instance.

+

AI_CARGO_DISPATCHER_SHIP:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

AI_CARGO_DISPATCHER_SHIP:GetEventPriority()

+

Get the Class Event processing Priority.

+

AI_CARGO_DISPATCHER_SHIP:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

AI_CARGO_DISPATCHER_SHIP:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

AI_CARGO_DISPATCHER_SHIP:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

AI_CARGO_DISPATCHER_SHIP:I(Arguments)

+

Log an information which will be traced always.

+

AI_CARGO_DISPATCHER_SHIP:Inherit(Child, Parent)

+

This is the worker method to inherit from a parent class.

+

AI_CARGO_DISPATCHER_SHIP:IsInstanceOf(ClassName)

+

This is the worker method to check if an object is an (sub)instance of a class.

+

AI_CARGO_DISPATCHER_SHIP:IsTrace()

+

Enquires if tracing is on (for the class).

+

AI_CARGO_DISPATCHER_SHIP:New()

+

BASE constructor.

+

AI_CARGO_DISPATCHER_SHIP:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

AI_CARGO_DISPATCHER_SHIP:OnEventBaseCaptured(EventData)

+

Occurs when a ground unit captures either an airbase or a farp.

+

AI_CARGO_DISPATCHER_SHIP:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

AI_CARGO_DISPATCHER_SHIP:OnEventCrash(EventData)

+

Occurs when any aircraft crashes into the ground and is completely destroyed.

+

AI_CARGO_DISPATCHER_SHIP:OnEventDead(EventData)

+

Occurs when an object is dead.

+

AI_CARGO_DISPATCHER_SHIP:OnEventDetailedFailure(EventData)

+

Unknown precisely what creates this event, likely tied into newer damage model.

+

AI_CARGO_DISPATCHER_SHIP:OnEventEjection(EventData)

+

Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected

+

AI_CARGO_DISPATCHER_SHIP:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

AI_CARGO_DISPATCHER_SHIP:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

AI_CARGO_DISPATCHER_SHIP:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

AI_CARGO_DISPATCHER_SHIP:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

AI_CARGO_DISPATCHER_SHIP:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

AI_CARGO_DISPATCHER_SHIP:OnEventLand(EventData)

+

Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed +place: Object that the unit landed on.

+

AI_CARGO_DISPATCHER_SHIP:OnEventLandingAfterEjection(EventData)

+

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+

AI_CARGO_DISPATCHER_SHIP:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

AI_CARGO_DISPATCHER_SHIP:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

AI_CARGO_DISPATCHER_SHIP:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

AI_CARGO_DISPATCHER_SHIP:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

AI_CARGO_DISPATCHER_SHIP:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

AI_CARGO_DISPATCHER_SHIP:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

AI_CARGO_DISPATCHER_SHIP:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

AI_CARGO_DISPATCHER_SHIP:OnEventPlayerLeaveUnit(EventData)

+

Occurs when any player relieves control of a unit to the AI.

+

AI_CARGO_DISPATCHER_SHIP:OnEventRefueling(EventData)

+

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+

AI_CARGO_DISPATCHER_SHIP:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

AI_CARGO_DISPATCHER_SHIP:OnEventScore(EventData)

+

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+

AI_CARGO_DISPATCHER_SHIP:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

AI_CARGO_DISPATCHER_SHIP:OnEventShootingStart(EventData)

+

Occurs when any unit begins firing a weapon that has a high rate of fire.

+

AI_CARGO_DISPATCHER_SHIP:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

AI_CARGO_DISPATCHER_SHIP:OnEventTakeoff(EventData)

+

Occurs when an aircraft takes off from an airbase, farp, or ship.

+

AI_CARGO_DISPATCHER_SHIP:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

AI_CARGO_DISPATCHER_SHIP:ScheduleOnce(Start, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_CARGO_DISPATCHER_SHIP:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

+

Schedule a new time event.

+

AI_CARGO_DISPATCHER_SHIP:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

AI_CARGO_DISPATCHER_SHIP.Scheduler

+ +

AI_CARGO_DISPATCHER_SHIP:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

AI_CARGO_DISPATCHER_SHIP:SetState(Object, Key, Value)

+

Set a state or property of the Object given a Key and a Value.

+

AI_CARGO_DISPATCHER_SHIP:T(Arguments)

+

Trace a function logic level 1.

+

AI_CARGO_DISPATCHER_SHIP:T2(Arguments)

+

Trace a function logic level 2.

+

AI_CARGO_DISPATCHER_SHIP:T3(Arguments)

+

Trace a function logic level 3.

+

AI_CARGO_DISPATCHER_SHIP:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

AI_CARGO_DISPATCHER_SHIP:TraceClass(Class)

+

Set tracing for a class

+

AI_CARGO_DISPATCHER_SHIP:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

AI_CARGO_DISPATCHER_SHIP:TraceLevel(Level)

+

Set trace level

+

AI_CARGO_DISPATCHER_SHIP:TraceOff()

+

Set trace off.

+

AI_CARGO_DISPATCHER_SHIP:TraceOn()

+

Set trace on.

+

AI_CARGO_DISPATCHER_SHIP:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

AI_CARGO_DISPATCHER_SHIP:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

AI_CARGO_DISPATCHER_SHIP._

+ +

AI_CARGO_DISPATCHER_SHIP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

AI_CARGO_DISPATCHER_SHIP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

AI_CARGO_DISPATCHER_SHIP.__

+ +

AI_CARGO_DISPATCHER_SHIP:onEvent(event)

+ +
+
+

Type AI.AI_Cargo_Dispatcher_Ship

+

Type AI_CARGO_DISPATCHER_SHIP

+
+
+
+

Field(s)

+
+
+

Function(s)

+
+
+ + + + + +
+
+

Defined in:

+
+

AI_CARGO_DISPATCHER_SHIP

+
+

Parameters:

+
+
+

+ Ship +

+
+
+

+
+
+
+
+

+ CargoSet +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creates a new AI_CARGO_DISPATCHER_SHIP object.

+ +
+
+

Defined in:

+
+

AI_CARGO_DISPATCHER_SHIP

+
+

Parameters:

+
+
+

+ Core.Set#SET_GROUP + ShipSet +

+
+
+ +

The set of Wrapper.Group#GROUP objects of Ships that will transport the cargo

+ +
+
+
+
+

+ Core.Set#SET_CARGO + CargoSet +

+
+
+ +

The set of Cargo.Cargo#CARGO objects, which can be CARGO_GROUP, CARGO_CRATE, or CARGO_SLINGLOAD objects.

+ +
+
+
+
+

+ Core.Set#SET_ZONE + PickupZoneSet +

+
+
+ +

The set of pickup zones which are used to determine from where the cargo can be picked up by the Ship.

+ +
+
+
+
+

+ Core.Set#SET_ZONE + DeployZoneSet +

+
+
+ +

The set of deploy zones which determine where the cargo will be deployed by the Ship.

+ +
+
+
+
+

+ #table + ShippingLane +

+
+
+ +

Table containing list of Shipping Lanes to be used

+ +
+
+

Return value:

+
+ +
+ + + +
+
+

Usage:

+

+     -- An AI dispatcher object for a naval group, moving cargo from pickup zones to deploy zones via a predetermined Shipping Lane
+
+     local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
+     local SetShip = SET_GROUP:New():FilterPrefixes( "Ship" ):FilterStart()
+     local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
+     local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
+     NEED MORE THOUGHT - ShippingLane is part of Warehouse.......
+     local ShippingLane = GROUP:New():FilterPrefixes( "ShippingLane" ):FilterStart()
+
+     AICargoDispatcherShip = AI_CARGO_DISPATCHER_SHIP:New( SetShip, SetCargoInfantry, SetPickupZones, SetDeployZones, ShippingLane )
+     AICargoDispatcherShip:Start()
+
+ +
+ +
+
+ +
+ + + + + +
+
+

Defined in:

+
+

AI_CARGO_DISPATCHER_SHIP

+
+

Parameter:

+
+
+

+ ShippingLane +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ + + +

Creates a new AI_CARGO_DISPATCHER object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Set#SET_GROUP + CarrierSet +

+
+
+ +

The set of Wrapper.Group#GROUP objects of carriers that will transport the cargo.

+ +
+
+
+
+

+ Core.Set#SET_CARGO + CargoSet +

+
+
+ +

The set of Cargo.Cargo#CARGO objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.

+ +
+
+
+
+

+ Core.Set#SET_ZONE + PickupZoneSet +

+
+
+ +

(optional) The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere.

+ +
+
+
+
+

+ Core.Set#SET_ZONE + DeployZoneSet +

+
+
+ +

The set of deploy zones, which are used to where the cargo will be deployed by the carriers.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+

Usages:

+
    +
  • 
    +     -- An AI dispatcher object for a helicopter squadron, moving infantry from pickup zones to deploy zones.
    +
    +     local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
    +     local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
    +     local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
    +     local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
    +     
    +     AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 
    +     AICargoDispatcherHelicopter:Start()
    +
  • +
  • 
    +     -- An AI dispatcher object for a vehicle squadron, moving infantry from pickup zones to deploy zones.
    +
    +     local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
    +     local SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
    +     local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
    +     
    +     AICargoDispatcherAPC = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargoInfantry, nil, SetDeployZones ) 
    +     AICargoDispatcherAPC:Start()
    +
  • +
  • 
    +     -- An AI dispatcher object for an airplane squadron, moving infantry and vehicles from pickup airbases to deploy airbases.
    +  
    +     local CargoInfantrySet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
    +     local AirplanesSet = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart()
    +     local PickupZoneSet = SET_ZONE:New()
    +     local DeployZoneSet = SET_ZONE:New()
    +     
    +     PickupZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Gudauta ) )
    +     DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Sochi_Adler ) )
    +     DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Maykop_Khanskaya ) )
    +     DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Mineralnye_Vody ) )
    +     DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Vaziani ) )
    +     
    +     AICargoDispatcherAirplanes = AI_CARGO_DISPATCHER_AIRPLANE:New( AirplanesSet, CargoInfantrySet, PickupZoneSet, DeployZoneSet ) 
    +     AICargoDispatcherAirplanes:Start()
    +
  • +
+ +
+ +
+
+ +
+ + + +

Deploy event handler OnAfter for AI_CARGO_DISPATCHER.

+ + +

Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit. +You can use this event handler to post messages to players, or provide status updates etc.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

A string that contains the "from state name" when the event was triggered.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

A string that contains the "event name" when the event was triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

A string that contains the "to state name" when the event was triggered.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + CarrierGroup +

+
+
+ +

The group object that contains the CarrierUnits.

+ +
+
+
+
+

+ Core.Point#COORDINATE + Coordinate +

+
+
+ +

The deploy coordinate.

+ +
+
+
+
+

+ #number + Speed +

+
+
+ +

The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate.

+ +
+
+
+
+

+ #number + Height +

+
+
+ +

Height in meters to move to the deploy coordinate.

+ +
+
+
+
+

+ Core.Zone#ZONE + DeployZone +

+
+
+ +

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

+ +
+
+
+ +
+
+ +
+ + + +

Deployed event handler OnAfter for AI_CARGO_DISPATCHER.

+ + +

Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup. +You can use this event handler to post messages to players, or provide status updates etc.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

A string that contains the "from state name" when the event was triggered.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

A string that contains the "event name" when the event was triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

A string that contains the "to state name" when the event was triggered.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + CarrierGroup +

+
+
+ +

The group object that contains the CarrierUnits.

+ +
+
+
+
+

+ Core.Zone#ZONE + DeployZone +

+
+
+ +

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

+ +
+
+
+ +
+
+ +
+ + + +

Home event handler OnAfter for AI_CARGO_DISPATCHER.

+ + +

Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup. +You can use this event handler to post messages to players, or provide status updates etc. +If there is no HomeZone is specified, the CarrierGroup will stay at the current location after having deployed all cargo.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

A string that contains the "from state name" when the event was triggered.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

A string that contains the "event name" when the event was triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

A string that contains the "to state name" when the event was triggered.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + CarrierGroup +

+
+
+ +

The group object that contains the CarrierUnits.

+ +
+
+
+
+

+ Core.Point#COORDINATE + Coordinate +

+
+
+ +

The home coordinate the Carrier will arrive and stop it's activities.

+ +
+
+
+
+

+ #number + Speed +

+
+
+ +

The velocity in meters per second on which the CarrierGroup is routed towards the home Coordinate.

+ +
+
+
+
+

+ #number + Height +

+
+
+ +

Height in meters to move to the home coordinate.

+ +
+
+
+
+

+ Core.Zone#ZONE + HomeZone +

+
+
+ +

The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

+ +
+
+
+ +
+
+ +
+ + + +

Load event handler OnAfter for AI_CARGO_DISPATCHER.

+ + +

Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range. +You can use this event handler to post messages to players, or provide status updates etc.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

A string that contains the "from state name" when the event was triggered.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

A string that contains the "event name" when the event was triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

A string that contains the "to state name" when the event was triggered.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + CarrierGroup +

+
+
+ +

The group object that contains the CarrierUnits.

+ +
+
+
+
+

+ Core.Zone#ZONE_AIRBASE + PickupZone +

+
+
+ +

(optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.

+ +
+
+
+ +
+
+ +
+ + + +

Loaded event handler OnAfter for AI_CARGO_DISPATCHER.

+ + +

Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object. +You can use this event handler to post messages to players, or provide status updates etc. +Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit. +A CarrierUnit can be part of the larger CarrierGroup.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

A string that contains the "from state name" when the event was triggered.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

A string that contains the "event name" when the event was triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

A string that contains the "to state name" when the event was triggered.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + CarrierGroup +

+
+
+ +

The group object that contains the CarrierUnits.

+ +
+
+
+
+

+ Cargo.Cargo#CARGO + Cargo +

+
+
+ +

The cargo object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + CarrierUnit +

+
+
+ +

The carrier unit that is executing the cargo loading operation.

+ +
+
+
+
+

+ Core.Zone#ZONE_AIRBASE + PickupZone +

+
+
+ +

(optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.

+ +
+
+
+ +
+
+ +
+ + + +

Loading event handler OnAfter for AI_CARGO_DISPATCHER.

+ + +

Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object. +You can use this event handler to post messages to players, or provide status updates etc. +Note that this event is triggered repeatedly until all cargo (units) have been boarded into the carrier.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

A string that contains the "from state name" when the event was triggered.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

A string that contains the "event name" when the event was triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

A string that contains the "to state name" when the event was triggered.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + CarrierGroup +

+
+
+ +

The group object that contains the CarrierUnits.

+ +
+
+
+
+

+ Cargo.Cargo#CARGO + Cargo +

+
+
+ +

The cargo object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + CarrierUnit +

+
+
+ +

The carrier unit that is executing the cargo loading operation.

+ +
+
+
+
+

+ Core.Zone#ZONE_AIRBASE + PickupZone +

+
+
+ +

(optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.

+ +
+
+
+ +
+
+ +
+ + + +

PickedUp event handler OnAfter for AI_CARGO_DISPATCHER.

+ + +

Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup. +You can use this event handler to post messages to players, or provide status updates etc.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

A string that contains the "from state name" when the event was triggered.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

A string that contains the "event name" when the event was triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

A string that contains the "to state name" when the event was triggered.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + CarrierGroup +

+
+
+ +

The group object that contains the CarrierUnits.

+ +
+
+
+
+

+ Core.Zone#ZONE_AIRBASE + PickupZone +

+
+
+ +

(optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.

+ +
+
+
+ +
+
+ +
+ + + +

Pickup event handler OnAfter for AI_CARGO_DISPATCHER.

+ + +

Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed. +You can use this event handler to post messages to players, or provide status updates etc.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

A string that contains the "from state name" when the event was triggered.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

A string that contains the "event name" when the event was triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

A string that contains the "to state name" when the event was triggered.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + CarrierGroup +

+
+
+ +

The group object that contains the CarrierUnits.

+ +
+
+
+
+

+ Core.Point#COORDINATE + Coordinate +

+
+
+ +

The coordinate of the pickup location.

+ +
+
+
+
+

+ #number + Speed +

+
+
+ +

The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate.

+ +
+
+
+
+

+ #number + Height +

+
+
+ +

Height in meters to move to the pickup coordinate.

+ +
+
+
+
+

+ Core.Zone#ZONE_AIRBASE + PickupZone +

+
+
+ +

(optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone.

+ +
+
+
+ +
+
+ +
+ + + +

Unload event handler OnAfter for AI_CARGO_DISPATCHER.

+ + +

Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo. +You can use this event handler to post messages to players, or provide status updates etc.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

A string that contains the "from state name" when the event was triggered.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

A string that contains the "event name" when the event was triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

A string that contains the "to state name" when the event was triggered.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + CarrierGroup +

+
+
+ +

The group object that contains the CarrierUnits.

+ +
+
+
+
+

+ Core.Zone#ZONE + DeployZone +

+
+
+ +

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

+ +
+
+
+ +
+
+ +
+ + + +

Unloaded event handler OnAfter for AI_CARGO_DISPATCHER.

+ + +

Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object. +You can use this event handler to post messages to players, or provide status updates etc. +Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit. +A CarrierUnit can be part of the larger CarrierGroup.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

A string that contains the "from state name" when the event was triggered.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

A string that contains the "event name" when the event was triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

A string that contains the "to state name" when the event was triggered.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + CarrierGroup +

+
+
+ +

The group object that contains the CarrierUnits.

+ +
+
+
+
+

+ Cargo.Cargo#CARGO + Cargo +

+
+
+ +

The cargo object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + CarrierUnit +

+
+
+ +

The carrier unit that is executing the cargo unloading operation.

+ +
+
+
+
+

+ Core.Zone#ZONE + DeployZone +

+
+
+ +

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

+ +
+
+
+ +
+
+ +
+ + + +

UnLoading event handler OnAfter for AI_CARGO_DISPATCHER.

+ + +

Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object. +You can use this event handler to post messages to players, or provide status updates etc. +Note that this event is triggered repeatedly until all cargo (units) have been unboarded from the CarrierUnit.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

A string that contains the "from state name" when the event was triggered.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

A string that contains the "event name" when the event was triggered.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

A string that contains the "to state name" when the event was triggered.

+ +
+
+
+
+

+ Wrapper.Group#GROUP + CarrierGroup +

+
+
+ +

The group object that contains the CarrierUnits.

+ +
+
+
+
+

+ Cargo.Cargo#CARGO + Cargo +

+
+
+ +

The cargo object.

+ +
+
+
+
+

+ Wrapper.Unit#UNIT + CarrierUnit +

+
+
+ +

The carrier unit that is executing the cargo unloading operation.

+ +
+
+
+
+

+ Core.Zone#ZONE + DeployZone +

+
+
+ +

The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.

+ +
+
+
+ +
+
+ +
+ + + +

Set the height or randomizes the height in meters to fly and deploy the cargo.

+ + +

The default height is 200 meters.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + MaxHeight +

+
+
+ +

(optional) The maximum height to fly to the cargo deploy location.

+ +
+
+
+
+

+ #number + MinHeight +

+
+
+ +

(optional) The minimum height to fly to the cargo deploy location.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+

Usage:

+

+-- Create a new cargo dispatcher
+AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 
+
+-- Set the minimum deploy fly height to be 50 meters and the maximum height to be 200 meters.
+AICargoDispatcherHelicopter:SetDeployHeight( 200, 50 )
+
+ +
+ +
+
+ +
+ + + +

Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius.

+ + +

This radius is influencing the location where the carrier will land to deploy the cargo. +There is an aspect that is very important to remember and take into account:

+ +
    +
  • Take care of the potential cargo position and possible reasons to crash the carrier. This is especially important + for locations which are crowded with other objects, like in the middle of villages or cities. + So, for the best operation of cargo operations, always ensure that the cargo is located at open spaces.
  • +
+ +

The default radius is 0, so the center. In case of a polygon zone, a random location will be selected as the center in the zone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + OuterRadius +

+
+
+ +

The outer radius in meters around the cargo coordinate.

+ +
+
+
+
+

+ #number + InnerRadius +

+
+
+ +

(optional) The inner radius in meters around the cargo coordinate.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+

Usage:

+

+-- Create a new cargo dispatcher
+AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 
+
+-- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters!
+AICargoDispatcherHelicopter:SetDeployRadius( 500, 300 )
+
+ +
+ +
+
+ +
+ + + +

Sets or randomizes the speed in km/h to deploy the cargo.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + MaxSpeed +

+
+
+ +

The maximum speed to move to the cargo deploy location.

+ +
+
+
+
+

+ #number + MinSpeed +

+
+
+ +

(optional) The minimum speed to move to the cargo deploy location.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+

Usage:

+

+-- Create a new cargo dispatcher
+AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 
+
+-- Set the minimum deploy speed to be 100 km/h and the maximum speed to be 200 km/h.
+AICargoDispatcherHelicopter:SetDeploySpeed( 200, 100 )
+
+ +
+ +
+
+ +
+ + + +

Set the home zone.

+ + +

When there is nothing anymore to pickup, the carriers will go to a random coordinate in this zone. +They will await here new orders.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Zone#ZONE_BASE + HomeZone +

+
+
+ +

The home zone where the carriers will return when there is no more cargo to pickup.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+

Usage:

+

+-- Create a new cargo dispatcher
+AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 
+
+-- Set the home coordinate
+local HomeZone = ZONE:New( "Home" )
+AICargoDispatcherHelicopter:SetHomeZone( HomeZone )
+
+ +
+ +
+
+ +
+ + + +

Set the monitor time interval.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + MonitorTimeInterval +

+
+
+ +

The interval in seconds when the cargo dispatcher will search for new cargo to be picked up.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Set the height or randomizes the height in meters to fly and pickup the cargo.

+ + +

The default height is 200 meters.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + MaxHeight +

+
+
+ +

(optional) The maximum height to fly to the cargo pickup location.

+ +
+
+
+
+

+ #number + MinHeight +

+
+
+ +

(optional) The minimum height to fly to the cargo pickup location.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+

Usage:

+

+-- Create a new cargo dispatcher
+AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 
+
+-- Set the minimum pickup fly height to be 50 meters and the maximum height to be 200 meters.
+AICargoDispatcherHelicopter:SetPickupHeight( 200, 50 )
+
+ +
+ +
+
+ +
+ + + +

Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius.

+ + +

This radius is influencing the location where the carrier will land to pickup the cargo. +There are two aspects that are very important to remember and take into account:

+ +
    +
  • Ensure that the outer and inner radius are within reporting radius set by the cargo. + For example, if the cargo has a reporting radius of 400 meters, and the outer and inner radius is set to 500 and 450 respectively, + then no cargo will be loaded!!!
  • +
  • Also take care of the potential cargo position and possible reasons to crash the carrier. This is especially important + for locations which are crowded with other objects, like in the middle of villages or cities. + So, for the best operation of cargo operations, always ensure that the cargo is located at open spaces.
  • +
+ +

The default radius is 0, so the center. In case of a polygon zone, a random location will be selected as the center in the zone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + OuterRadius +

+
+
+ +

The outer radius in meters around the cargo coordinate.

+ +
+
+
+
+

+ #number + InnerRadius +

+
+
+ +

(optional) The inner radius in meters around the cargo coordinate.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+

Usage:

+

+-- Create a new cargo dispatcher
+AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 
+
+-- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters!
+AICargoDispatcherHelicopter:SetPickupRadius( 500, 300 )
+
+ +
+ +
+
+ +
+ + + +

Set the speed or randomizes the speed in km/h to pickup the cargo.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + MaxSpeed +

+
+
+ +

(optional) The maximum speed to move to the cargo pickup location.

+ +
+
+
+
+

+ #number + MinSpeed +

+
+
+ +

The minimum speed to move to the cargo pickup location.

+ +
+
+

Return value:

+
+ +
+ + + +
+
+

Usage:

+

+-- Create a new cargo dispatcher
+AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) 
+
+-- Set the minimum pickup speed to be 100 km/h and the maximum speed to be 200 km/h.
+AICargoDispatcherHelicopter:SetPickupSpeed( 200, 100 )
+
+ +
+ +
+
+ +
+ + + +

Start Trigger for AI_CARGO_DISPATCHER

+ +
+ + +
+
+ +
+ + + +

Stop Trigger for AI_CARGO_DISPATCHER

+ +
+ + +
+
+ +
+ + + +

Start Asynchronous Trigger for AI_CARGO_DISPATCHER

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Stop Asynchronous Trigger for AI_CARGO_DISPATCHER

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Delay +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

The Start trigger event, which actually takes action at the specified time interval.

+ +
+ + +
+
+ +
+ + + + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Make a Carrier run for a cargo deploy action after the cargo has been loaded, by default.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ To +

+
+
+

+
+
+
+
+

+ Wrapper.Group#GROUP + Carrier +

+
+
+

+
+
+
+
+

+ Cargo.Cargo#CARGO + Cargo +

+
+
+

+
+
+

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ + + +

Adds an End state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

The FSM state.

+ +
+
+
+ +
+
+ +
+ + + +

Set the default Process template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

An sub-process FSM.

+ +
+
+
+
+

+ #table + ReturnEvents +

+
+
+ +

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

+ +
+
+

Return value:

+
+ +
+ +

The SubFSM.

+ +
+
+
+ +
+
+ +
+ + + +

Adds a score for the FSM to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

Adds a score for the FSM_PROCESS to be achieved.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + From +

+
+
+ +

is the From State of the main process.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

is the Event of the main process.

+ +
+
+
+
+

+ #string + State +

+
+
+ +

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

+ +
+
+
+
+

+ #string + ScoreText +

+
+
+ +

is a text describing the score that is given according the status.

+ +
+
+
+
+

+ #number + Score +

+
+
+ +

is a number providing the score of the status.

+ +
+
+

Return value:

+
+
+

#FSM:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

Add a new transition rule to the FSM.

+ + +

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + From +

+
+
+ +

Can contain a string indicating the From state or a table of strings containing multiple From states.

+ +
+
+
+
+

+ #string + Event +

+
+
+ +

The Event name.

+ +
+
+
+
+

+ #string + To +

+
+
+ +

The To state.

+ +
+
+
+ +
+
+ +
+ + + +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the End states.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

End states.

+ +
+
+
+ +
+
+ +
+ + + + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Returns a table of the SubFSM rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ + + +

Returns a table with the scores defined.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + Scores +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Returns the start state of the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

A string containing the start state.

+ +
+
+
+ +
+
+ +
+ + + +

Get current state.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

Current FSM state.

+ +
+
+
+ +
+
+ +
+ + + +

Returns a table with the Subs defined.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Sub processes.

+ +
+
+
+ +
+
+ +
+ + + +

Returns a table of the transition rules defined within the FSM.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

Transitions.

+ +
+
+
+ +
+
+ +
+ + + +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ #boolean + If +

+
+
+ +

true, FSM is in this state.

+ +
+
+
+ +
+
+ +
+ + + +

Load call backs.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #table + CallBackTable +

+
+
+ +

Table of call backs.

+ +
+
+
+ +
+
+ +
+ + + +

Creates a new FSM object.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#FSM:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + + + +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ From +

+
+
+

+
+
+
+
+

+ Event +

+
+
+

+
+
+
+
+

+ Fsm +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Sets the start state of the FSM.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + State +

+
+
+ +

A string defining the start state.

+ +
+
+
+ +
+
+ +
+ + + +

Add to map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Map +

+
+
+ +

Map.

+ +
+
+
+
+

+ #table + Event +

+
+
+ +

Event table.

+ +
+
+
+ +
+
+ +
+ + + +

Call handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + step +

+
+
+ +

Step "onafter", "onbefore", "onenter", "onleave".

+ +
+
+
+
+

+ #string + trigger +

+
+
+ +

Trigger.

+ +
+
+
+
+

+ #table + params +

+
+
+ +

Parameters.

+ +
+
+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+
+
+ +

Value.

+ +
+
+
+ +
+
+ +
+ + + +

Create transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ + + +

Delayed transition.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#function:

+
+
+ +

Function.

+ +
+
+
+ +
+
+ +
+ + + +

Event map.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + Events +

+
+
+ +

Events.

+ +
+
+
+
+

+ #table + EventStructure +

+
+
+ +

Event structure.

+ +
+
+
+ +
+
+ +
+ + + +

Go sub.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + ParentFrom +

+
+
+ +

Parent from state.

+ +
+
+
+
+

+ #string + ParentEvent +

+
+
+ +

Parent event name.

+ +
+
+

Return value:

+
+
+

#table:

+
+
+ +

Subs.

+ +
+
+
+ +
+
+ +
+ + + +

Handler.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + EventName +

+
+
+ +

Event name.

+ +
+
+
+
+

+ ... +

+
+
+ +

Arguments.

+ +
+
+
+ +
+
+ +
+ + + +

Is end state.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Current +

+
+
+ +

Current state name.

+ +
+
+

Return values:

+
+
+

#table:

+
+
+ +

FSM parent.

+ +
+
+

#string:

+
+
+ +

Event name.

+ +
+
+
+ +
+
+ +
+ + + +

Sub maps.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #table + subs +

+
+
+ +

Subs.

+ +
+
+
+
+

+ #table + sub +

+
+
+ +

Sub.

+ +
+
+
+
+

+ #string + name +

+
+
+ +

Name.

+ +
+
+
+ +
+
+ +
+ + + +

Check if can do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return values:

+
+
+

#boolean:

+
+
+ +

If true, FSM can do the event.

+ +
+
+

#string:

+
+
+ +

To state.

+ +
+
+
+ +
+
+ +
+ + + +

Check if cannot do an event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + e +

+
+
+ +

Event name.

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ +

If true, FSM cannot do the event.

+ +
+
+
+ +
+
+ +
+ + + +

Check if FSM is in state.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + State +

+
+
+ +

State name.

+ +
+
+
+
+

+ #boolean + If +

+
+
+ +

true, FSM is in this state.

+ +
+
+
+
+

+ state +

+
+
+

+
+
+
+ +
+
+ +
+

Field(s)

+
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+
+
+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ + + +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to inherit from a parent class.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to check if an object is an (sub)instance of a class.

+ + + +

Examples:

+ +
    +
  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • +
  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • +
  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • +
  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • +
  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+  
+
+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a ground unit captures either an airbase or a farp.

+ + +

initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft crashes into the ground and is completely destroyed.

+ + +

initiator : The unit that has crashed

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Unknown precisely what creates this event, likely tied into newer damage model.

+ + +

Will update this page when new information become available.

+ +
    +
  • initiator: The unit that had the failure.
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever an object is hit by a weapon.

+ + +

initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs on the death of a unit.

+ + +

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.

+ +
    +
  • initiator: The unit that killed the target
  • +
  • target: Target Object
  • +
  • weapon: Weapon Object
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed +place: Object that the unit landed on.

+ + +

Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

+ + +

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.

+ +
    +
  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • +
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • +
  • subplace: is always 0 for unknown reasons.
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the pilot of an aircraft is killed.

+ + +

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +initiator : The unit that the pilot has died in.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any player assumes direct control of a unit.

+ + +

initiator : The unit that is being taken control of.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any player relieves control of a unit to the AI.

+ + +

initiator : The unit that the player left.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft connects with a tanker and begins taking on fuel.

+ + +

initiator : The unit that is receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

+ + +

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any unit stops firing its weapon.

+ + +

Event will always correspond with a shooting start event. +initiator : The unit that was doing the shooting.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any unit begins firing a weapon that has a high rate of fire.

+ + +

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft takes off from an airbase, farp, or ship.

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the game thinks an object is destroyed.

+ + + +
    +
  • initiator: The unit that is was destroyed.
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

+ +
+
+
+ +
+
+ +
+ + + +

Set the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

Set a state or property of the Object given a Key and a Value.

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ + + +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ + + +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+
-- Switch the tracing On
+BASE:TraceOnOff( true )
+
+-- Switch the tracing Off
+BASE:TraceOnOff( false )
+ +
+ +
+
+ +
+ + + +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + + + + +

TODO: Complete DCS#Event structure.
+- The main event handling function... This function captures all events generated for the class. + @param #BASE self + @param DCS#Event event

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

+
+
+
+ +
+
+ +
+ +